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@@ -0,0 +1,226 @@
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+extends Node2D
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+## One level: the core and its rings, the paddle, the balls and the falling power-ups.
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+
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+const BALL_SCENE := preload("res://scenes/ball.tscn")
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+const POWER_UP_SCENE := preload("res://scenes/power_up.tscn")
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+
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+var level := 0
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+## Set once the level is won or lost; stops power-up drops and collision handling.
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+var over := false
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+## When a ball last touched anything (seconds). Long gaps make triple balls more likely.
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+var last_touch := 0.0
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+var screen := Vector2.ZERO
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+
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+@onready var blocks: Blocks = $Blocks
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+@onready var paddle: Paddle = $Paddle
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+@onready var balls: Node2D = $Balls
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+@onready var power_ups: Node2D = $PowerUps
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+@onready var alerts: Control = $HUD/Alerts
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+@onready var end_menu: Control = $HUD/EndMenu
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+@onready var end_message: Label = $HUD/EndMenu/Message
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+@onready var end_button: Button = $HUD/EndMenu/Button
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+
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+
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+func _ready() -> void:
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+ screen = get_viewport_rect().size
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+ level = Progress.current_level
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+ last_touch = _now()
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+ $HUD/Level.text = "Level %d" % level
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+
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+ blocks.position = screen / 2.0
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+ blocks.build(level)
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+ paddle.position = Vector2(screen.x / 2.0, screen.y - Params.PADDLE_ALTITUDE - Params.PADDLE_HEIGHT / 2.0)
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+ end_button.pressed.connect(_restart)
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+
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+ get_tree().create_timer(10.0).timeout.connect(_drop_level_save)
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+ _drop_triple_balls()
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+ _drop_paddle()
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+ _drop_superball()
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+ _add_and_throw_ball()
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+
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+
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+func _on_ball_hit(ball: Ball, other: Node) -> void:
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+ last_touch = _now()
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+ if over:
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+ return
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+ if other is Block:
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+ var block := other as Block
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+ if not block.indestructible:
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+ $Sounds/Pipe.play()
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+ block.destroy()
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+ else:
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+ $Sounds/Metal.play()
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+ if ball.superball:
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+ block.destroy()
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+ ball.superball = false
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+ elif other is Core:
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+ _win()
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+ elif other.is_in_group("bottom"):
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+ _lose_ball(ball)
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+
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+
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+func _on_power_up_collected(power_up: PowerUp) -> void:
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+ if over:
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+ return
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+ match power_up.kind:
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+ PowerUp.Kind.SAVE:
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+ Progress.save_level(level)
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+ _alert(Params.MSG_LEVEL_SAVED)
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+ PowerUp.Kind.TRIPLE_BALLS:
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+ _alert(Params.MSG_TRIPLE_BALLS)
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+ for i in 3 - _live_balls().size():
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+ _add_and_throw_ball()
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+ PowerUp.Kind.PADDLE:
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+ if randf() < 0.5:
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+ _alert(Params.MSG_DOUBLE_PADDLE)
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+ paddle.double_size()
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+ else:
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+ _alert(Params.MSG_HALF_PADDLE)
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+ paddle.half_size()
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+ PowerUp.Kind.SUPERBALL:
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+ _alert(Params.MSG_SUPER_BALL)
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+ var live := _live_balls()
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+ if not live.is_empty():
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+ live[0].superball = true
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+
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+
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+func _lose_ball(ball: Ball) -> void:
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+ $Sounds/Bomb.play()
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+ _burst(ball.global_position)
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+ ball.queue_free()
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+ if _live_balls().is_empty():
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+ over = true
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+ _clear_play_field()
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+ end_message.text = Params.MSG_OVER
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+ end_message.show()
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+ end_button.text = Params.MSG_RESTART
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+ end_menu.show()
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+
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+
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+func _win() -> void:
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+ over = true
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+ $Sounds/Win.play()
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+ _clear_play_field()
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+ await blocks.core.explode()
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+ level += 1
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+ end_message.hide()
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+ end_button.text = Params.MSG_NEXT_LEVEL
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+ end_menu.show()
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+
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+
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+## Restarts at the current level (the next one after a win).
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+func _restart() -> void:
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+ Progress.current_level = level
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+ get_tree().reload_current_scene()
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+
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+
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+func _clear_play_field() -> void:
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+ for node in balls.get_children() + power_ups.get_children():
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+ node.queue_free()
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+ paddle.queue_free()
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+
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+
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+func _add_and_throw_ball() -> void:
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+ if paddle.is_queued_for_deletion():
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+ return
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+ var ball: Ball = BALL_SCENE.instantiate()
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+ ball.position = paddle.position + Vector2(0, -Params.PADDLE_HEIGHT / 2.0 - Params.BALL_RADIUS - 1.0)
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+ ball.hit.connect(_on_ball_hit)
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+ balls.add_child(ball)
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+ ball.throw()
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+
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+
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+func _live_balls() -> Array:
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+ return balls.get_children().filter(func(ball: Node) -> bool: return not ball.is_queued_for_deletion())
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+
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+
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+# Power-up drops. Each one rolls its chance, then reschedules itself.
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+
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+func _drop_level_save() -> void:
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+ if over:
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+ return
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+ if randf() < Params.DROP_LEVEL_SAVE:
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+ _spawn_power_up(PowerUp.Kind.SAVE)
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+ _schedule(_drop_level_save)
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+
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+
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+func _drop_triple_balls() -> void:
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+ if over:
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+ return
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+ var idle := _now() - last_touch
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+ if randf() < idle * Params.DROP_TRIPLE_BALL:
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+ last_touch = _now()
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+ if _live_balls().size() < 3:
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+ _spawn_power_up(PowerUp.Kind.TRIPLE_BALLS)
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+ _schedule(_drop_triple_balls)
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+
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+
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+func _drop_paddle() -> void:
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+ if over:
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+ return
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+ if randf() < Params.DROP_PADDLE_BALL:
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+ _spawn_power_up(PowerUp.Kind.PADDLE)
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+ _schedule(_drop_paddle)
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+
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+
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+func _drop_superball() -> void:
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+ if over:
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+ return
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+ if randf() < Params.DROP_SUPER_BALL:
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+ _spawn_power_up(PowerUp.Kind.SUPERBALL)
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+ _schedule(_drop_superball)
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+
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+
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+func _schedule(callback: Callable) -> void:
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+ var interval := Params.POWER_UP_INTERVAL
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+ var delay := interval + randf_range(-1.0, 1.0) * interval / 4.0
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+ get_tree().create_timer(delay).timeout.connect(callback)
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+
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+
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+func _spawn_power_up(kind: PowerUp.Kind) -> void:
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+ var power_up: PowerUp = POWER_UP_SCENE.instantiate()
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+ power_up.kind = kind
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+ power_up.position = Vector2(randf_range(PowerUp.RADIUS, screen.x - PowerUp.RADIUS), PowerUp.RADIUS + 1.0)
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+ power_up.collected.connect(_on_power_up_collected)
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+ power_ups.add_child(power_up)
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+
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+
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+func _alert(text: String) -> void:
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+ var label := Label.new()
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+ label.text = text
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+ label.add_theme_font_size_override("font_size", 40)
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+ label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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+ label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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+ label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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+ alerts.add_child(label)
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+ label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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+ var tween := label.create_tween()
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+ tween.tween_property(label, "modulate:a", 0.0, 3.0)
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+ tween.tween_callback(label.queue_free)
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+
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+
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+## A short orange flash where a ball fell out.
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+func _burst(at: Vector2) -> void:
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+ var particles := CPUParticles2D.new()
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+ particles.position = at
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+ particles.one_shot = true
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+ particles.amount = 80
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+ particles.lifetime = 1.0
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+ particles.explosiveness = 0.9
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+ particles.spread = 180.0
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+ particles.gravity = Vector2.ZERO
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+ particles.initial_velocity_min = 40.0
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+ particles.initial_velocity_max = 160.0
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+ particles.scale_amount_min = 3.0
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+ particles.scale_amount_max = 6.0
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+ var ramp := Gradient.new()
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+ ramp.set_color(0, Color(1.0, 0.85, 0.3))
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+ ramp.set_color(1, Color(1.0, 0.3, 0.0, 0.0))
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+ particles.color_ramp = ramp
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+ particles.finished.connect(particles.queue_free)
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+ add_child(particles)
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+ particles.emitting = true
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+
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+
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+func _now() -> float:
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+ return Time.get_ticks_msec() / 1000.0
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